Hi! This is the tatest picture that I have made. Sometiems I draw a character, and after I start to create all his history , characteristics, and other things of his design. I search the best enviroment for him and I complete all his appearance.
The render time was above 50 hours. I optimized all but... Surely I didnīt so good

... I show some documentation about the process. And some images of detaills and other interesting things.
If someone wish to see an High Resolution Image, they should click here:
[L=HI-RES IMAGE]http://www.bu3d.com/menu_imagen/coldpasillo_hres4000.jpg[/L]
Wire picture:
DESIGN:
I started from this sketch. Later, I was painting it on Photoshop, searching the best combination of colors for his appearence. Alwais looking for the transmition of his personality.
MODELLING/TEXTURING/RIGGING:
I modelled it with "box modelling". In some things I was modelling through splines, in things like the helmet and his shoulders. In the first stage I was modelling on a low-poly model, so after I went to ZBrush, and I refined the model and exported the Displacement map to Max.
Since the texture of the model is simple enough, I opt for painting it on Zbrush. I didnīt make uvwunwarp on Max, and I made it on Zbrush, with his caotic mapping

The rigging of the character was simply on all of his structure, except the jewels on his waist. It was necessary to make a IK system more complex, attaching some dummyes and IKīs to some parts of the skeleton. With this rig, I only had to put on pose and to move some dummyes.
SCENE AND ILUMINATION:
The scene is composed by a passage, one door, and a reflectivity ground. There are a lot of "Direct" lights on the ceiling, and another "Area" (Brazil light) for the sides of the passage. All that optimized the best I could

The character have an Area light (Brazil) like a primary light on his top. And another lights to complete the ilumination, like the next picture:
RENDER:
I used Brazil for the render, with the next settings:
Resolution: 2619x4000
Image sampling: "Min Samples" o; "Max Samples" 1
Motion Blur: off
Direct Illumination: On, sin sky light
Indirect Illumination: Off, sin sky light
Sub-Surface Effects: "Sample Rate" 3
View Rate: 3
Bounces: 1
SHADERS:
All have a simply shaders except things like the armour or the ground. The armour are a Sub Surface Scattering material (Brazil Advanced-Skin), and the ground have a "Brazil Chrome" Material.
The chrome material have a very low "Noise" in bump. And other settings that you can see in the next picture:
POSTPRODUCTION:
Photoshop 7.0 with Wacom Graphire 3 XL. I used only After Effects only for extract the Z-Depth channel, just to use it after in PS. Smoke, some corrections, and DOF were painted made here, in Photoshop.
And Itīs all. I wish you like it. And maybe someone can learns a bit from here.
Crittiques and commentaries are welcome!
Bye!!
>> Hi resolution image <<